2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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/* light.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:16:55 +00:00
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/* https://godotengine.org */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2020-01-01 10:16:22 +00:00
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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2014-02-10 01:10:30 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2018-01-04 23:50:27 +00:00
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2014-02-10 01:10:30 +00:00
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#include "light.h"
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2016-03-08 23:00:52 +00:00
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2018-09-11 16:13:45 +00:00
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#include "core/engine.h"
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#include "core/project_settings.h"
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2014-02-10 01:10:30 +00:00
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#include "scene/resources/surface_tool.h"
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bool Light::_can_gizmo_scale() const {
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return false;
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}
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2016-10-27 14:50:26 +00:00
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void Light::set_param(Param p_param, float p_value) {
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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ERR_FAIL_INDEX(p_param, PARAM_MAX);
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param[p_param] = p_value;
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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VS::get_singleton()->light_set_param(light, VS::LightParam(p_param), p_value);
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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if (p_param == PARAM_SPOT_ANGLE || p_param == PARAM_RANGE) {
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2017-01-14 17:03:38 +00:00
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update_gizmo();
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2018-09-07 20:59:55 +00:00
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if (p_param == PARAM_SPOT_ANGLE) {
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_change_notify("spot_angle");
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2019-07-07 14:22:09 +00:00
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update_configuration_warning();
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2018-09-07 20:59:55 +00:00
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} else if (p_param == PARAM_RANGE) {
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_change_notify("omni_range");
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_change_notify("spot_range");
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}
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2016-10-27 14:50:26 +00:00
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}
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2014-02-10 01:10:30 +00:00
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}
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2017-03-05 15:44:50 +00:00
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float Light::get_param(Param p_param) const {
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
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2016-10-27 14:50:26 +00:00
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return param[p_param];
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2014-02-10 01:10:30 +00:00
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}
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2016-03-08 23:00:52 +00:00
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2017-03-05 15:44:50 +00:00
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void Light::set_shadow(bool p_enable) {
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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shadow = p_enable;
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VS::get_singleton()->light_set_shadow(light, p_enable);
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2019-07-07 14:22:09 +00:00
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if (type == VisualServer::LIGHT_SPOT) {
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update_configuration_warning();
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}
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2014-02-10 01:10:30 +00:00
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}
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2017-03-05 15:44:50 +00:00
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bool Light::has_shadow() const {
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2014-02-10 01:10:30 +00:00
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2016-10-27 14:50:26 +00:00
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return shadow;
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2014-02-10 01:10:30 +00:00
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}
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2017-03-05 15:44:50 +00:00
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void Light::set_negative(bool p_enable) {
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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negative = p_enable;
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VS::get_singleton()->light_set_negative(light, p_enable);
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2014-02-10 01:10:30 +00:00
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}
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2017-03-05 15:44:50 +00:00
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bool Light::is_negative() const {
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2014-02-10 01:10:30 +00:00
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2016-10-27 14:50:26 +00:00
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return negative;
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2014-02-10 01:10:30 +00:00
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}
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2017-03-05 15:44:50 +00:00
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void Light::set_cull_mask(uint32_t p_cull_mask) {
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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cull_mask = p_cull_mask;
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VS::get_singleton()->light_set_cull_mask(light, p_cull_mask);
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2016-10-27 14:50:26 +00:00
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}
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2017-03-05 15:44:50 +00:00
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uint32_t Light::get_cull_mask() const {
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2014-02-10 01:10:30 +00:00
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2016-10-27 14:50:26 +00:00
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return cull_mask;
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}
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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void Light::set_color(const Color &p_color) {
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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color = p_color;
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VS::get_singleton()->light_set_color(light, p_color);
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2019-12-31 23:52:20 +00:00
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// The gizmo color depends on the light color, so update it.
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update_gizmo();
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2016-10-27 14:50:26 +00:00
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}
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2017-03-05 15:44:50 +00:00
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Color Light::get_color() const {
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2016-03-08 23:00:52 +00:00
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2016-10-27 14:50:26 +00:00
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return color;
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}
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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void Light::set_shadow_color(const Color &p_shadow_color) {
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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shadow_color = p_shadow_color;
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VS::get_singleton()->light_set_shadow_color(light, p_shadow_color);
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2016-11-11 15:27:52 +00:00
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}
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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Color Light::get_shadow_color() const {
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2014-02-10 01:10:30 +00:00
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2016-11-11 15:27:52 +00:00
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return shadow_color;
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2014-02-10 01:10:30 +00:00
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}
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2017-08-19 23:06:40 +00:00
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void Light::set_shadow_reverse_cull_face(bool p_enable) {
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reverse_cull = p_enable;
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VS::get_singleton()->light_set_reverse_cull_face_mode(light, reverse_cull);
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}
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bool Light::get_shadow_reverse_cull_face() const {
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return reverse_cull;
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}
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2017-11-17 02:09:00 +00:00
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AABB Light::get_aabb() const {
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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if (type == VisualServer::LIGHT_DIRECTIONAL) {
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2016-10-27 14:50:26 +00:00
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2017-11-17 02:09:00 +00:00
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return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
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2016-03-08 23:00:52 +00:00
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2017-03-05 15:44:50 +00:00
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} else if (type == VisualServer::LIGHT_OMNI) {
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2016-03-08 23:00:52 +00:00
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2017-11-17 02:09:00 +00:00
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return AABB(Vector3(-1, -1, -1) * param[PARAM_RANGE], Vector3(2, 2, 2) * param[PARAM_RANGE]);
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2016-03-08 23:00:52 +00:00
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2017-03-05 15:44:50 +00:00
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} else if (type == VisualServer::LIGHT_SPOT) {
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2016-03-08 23:00:52 +00:00
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2017-03-05 15:44:50 +00:00
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float len = param[PARAM_RANGE];
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float size = Math::tan(Math::deg2rad(param[PARAM_SPOT_ANGLE])) * len;
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2017-11-17 02:09:00 +00:00
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return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
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2014-02-10 01:10:30 +00:00
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}
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2017-11-17 02:09:00 +00:00
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return AABB();
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2014-02-10 01:10:30 +00:00
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}
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2020-02-17 21:06:54 +00:00
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Vector<Face3> Light::get_faces(uint32_t p_usage_flags) const {
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2014-02-10 01:10:30 +00:00
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2020-02-17 21:06:54 +00:00
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return Vector<Face3>();
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2014-02-10 01:10:30 +00:00
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}
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2017-12-14 11:59:46 +00:00
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void Light::set_bake_mode(BakeMode p_mode) {
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bake_mode = p_mode;
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2019-04-23 09:36:36 +00:00
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VS::get_singleton()->light_set_use_gi(light, p_mode != BAKE_DISABLED);
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2017-12-14 11:59:46 +00:00
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}
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Light::BakeMode Light::get_bake_mode() const {
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return bake_mode;
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}
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2014-10-12 05:13:22 +00:00
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void Light::_update_visibility() {
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2014-11-06 00:20:42 +00:00
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if (!is_inside_tree())
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2014-10-12 05:13:22 +00:00
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return;
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2017-03-05 15:44:50 +00:00
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bool editor_ok = true;
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2014-10-14 04:01:25 +00:00
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#ifdef TOOLS_ENABLED
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2014-10-12 05:13:22 +00:00
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if (editor_only) {
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2017-08-18 23:02:56 +00:00
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if (!Engine::get_singleton()->is_editor_hint()) {
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2017-03-05 15:44:50 +00:00
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editor_ok = false;
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2014-10-12 05:13:22 +00:00
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} else {
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2017-03-05 15:44:50 +00:00
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editor_ok = (get_tree()->get_edited_scene_root() && (this == get_tree()->get_edited_scene_root() || get_owner() == get_tree()->get_edited_scene_root()));
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2014-10-12 05:13:22 +00:00
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}
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}
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2016-10-03 14:23:43 +00:00
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#else
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if (editor_only) {
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2017-03-05 15:44:50 +00:00
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editor_ok = false;
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2016-10-03 14:23:43 +00:00
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}
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2014-10-14 04:01:25 +00:00
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#endif
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2014-10-12 05:13:22 +00:00
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2018-10-24 14:47:32 +00:00
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VS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree() && editor_ok);
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2014-10-12 05:13:22 +00:00
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_change_notify("geometry/visible");
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}
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void Light::_notification(int p_what) {
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2017-03-05 15:44:50 +00:00
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if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
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2016-12-20 03:21:07 +00:00
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2014-10-12 05:13:22 +00:00
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_update_visibility();
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}
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2017-03-05 15:44:50 +00:00
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if (p_what == NOTIFICATION_ENTER_TREE) {
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2016-12-20 03:21:07 +00:00
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_update_visibility();
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2014-10-12 05:13:22 +00:00
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}
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2014-06-11 13:41:03 +00:00
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}
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2014-10-12 05:13:22 +00:00
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void Light::set_editor_only(bool p_editor_only) {
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2017-03-05 15:44:50 +00:00
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editor_only = p_editor_only;
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2014-10-12 05:13:22 +00:00
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_update_visibility();
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}
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2017-03-05 15:44:50 +00:00
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bool Light::is_editor_only() const {
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2014-10-12 05:13:22 +00:00
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return editor_only;
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}
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2019-03-03 01:12:01 +00:00
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void Light::_validate_property(PropertyInfo &property) const {
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if (VisualServer::get_singleton()->is_low_end() && property.name == "shadow_contact") {
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property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
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}
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}
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2014-02-10 01:10:30 +00:00
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void Light::_bind_methods() {
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2017-03-05 15:44:50 +00:00
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ClassDB::bind_method(D_METHOD("set_editor_only", "editor_only"), &Light::set_editor_only);
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ClassDB::bind_method(D_METHOD("is_editor_only"), &Light::is_editor_only);
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ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &Light::set_param);
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ClassDB::bind_method(D_METHOD("get_param", "param"), &Light::get_param);
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ClassDB::bind_method(D_METHOD("set_shadow", "enabled"), &Light::set_shadow);
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ClassDB::bind_method(D_METHOD("has_shadow"), &Light::has_shadow);
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ClassDB::bind_method(D_METHOD("set_negative", "enabled"), &Light::set_negative);
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ClassDB::bind_method(D_METHOD("is_negative"), &Light::is_negative);
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ClassDB::bind_method(D_METHOD("set_cull_mask", "cull_mask"), &Light::set_cull_mask);
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ClassDB::bind_method(D_METHOD("get_cull_mask"), &Light::get_cull_mask);
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ClassDB::bind_method(D_METHOD("set_color", "color"), &Light::set_color);
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ClassDB::bind_method(D_METHOD("get_color"), &Light::get_color);
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2017-08-19 23:06:40 +00:00
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ClassDB::bind_method(D_METHOD("set_shadow_reverse_cull_face", "enable"), &Light::set_shadow_reverse_cull_face);
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ClassDB::bind_method(D_METHOD("get_shadow_reverse_cull_face"), &Light::get_shadow_reverse_cull_face);
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2017-03-05 15:44:50 +00:00
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ClassDB::bind_method(D_METHOD("set_shadow_color", "shadow_color"), &Light::set_shadow_color);
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ClassDB::bind_method(D_METHOD("get_shadow_color"), &Light::get_shadow_color);
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2017-12-14 11:59:46 +00:00
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ClassDB::bind_method(D_METHOD("set_bake_mode", "bake_mode"), &Light::set_bake_mode);
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ClassDB::bind_method(D_METHOD("get_bake_mode"), &Light::get_bake_mode);
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2017-03-05 15:44:50 +00:00
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ADD_GROUP("Light", "light_");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_color", "get_color");
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Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_param", "get_param", PARAM_ENERGY);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_indirect_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_param", "get_param", PARAM_INDIRECT_ENERGY);
|
2017-03-05 15:44:50 +00:00
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_negative", "is_negative");
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SPECULAR);
|
2017-12-14 11:59:46 +00:00
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "light_bake_mode", PROPERTY_HINT_ENUM, "Disable,Indirect,All"), "set_bake_mode", "get_bake_mode");
|
2017-03-05 15:44:50 +00:00
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "light_cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask");
|
|
|
|
ADD_GROUP("Shadow", "shadow_");
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_enabled"), "set_shadow", "has_shadow");
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "shadow_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_shadow_color", "get_shadow_color");
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_bias", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_param", "get_param", PARAM_SHADOW_BIAS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_contact", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_param", "get_param", PARAM_CONTACT_SHADOW_SIZE);
|
2017-08-19 23:06:40 +00:00
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_reverse_cull_face"), "set_shadow_reverse_cull_face", "get_shadow_reverse_cull_face");
|
2017-03-05 15:44:50 +00:00
|
|
|
ADD_GROUP("Editor", "");
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only");
|
|
|
|
ADD_GROUP("", "");
|
|
|
|
|
2017-08-20 15:45:01 +00:00
|
|
|
BIND_ENUM_CONSTANT(PARAM_ENERGY);
|
2017-11-20 00:45:42 +00:00
|
|
|
BIND_ENUM_CONSTANT(PARAM_INDIRECT_ENERGY);
|
2017-08-20 15:45:01 +00:00
|
|
|
BIND_ENUM_CONSTANT(PARAM_SPECULAR);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_RANGE);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_ATTENUATION);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_SPOT_ANGLE);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_SPOT_ATTENUATION);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_CONTACT_SHADOW_SIZE);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_SHADOW_MAX_DISTANCE);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_1_OFFSET);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_2_OFFSET);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_3_OFFSET);
|
2019-09-07 17:38:17 +00:00
|
|
|
BIND_ENUM_CONSTANT(PARAM_SHADOW_FADE_START);
|
2017-08-20 15:45:01 +00:00
|
|
|
BIND_ENUM_CONSTANT(PARAM_SHADOW_NORMAL_BIAS);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_SHADOW_BIAS);
|
2017-10-21 18:58:02 +00:00
|
|
|
BIND_ENUM_CONSTANT(PARAM_SHADOW_BIAS_SPLIT_SCALE);
|
2017-08-20 15:45:01 +00:00
|
|
|
BIND_ENUM_CONSTANT(PARAM_MAX);
|
2017-12-14 11:59:46 +00:00
|
|
|
|
|
|
|
BIND_ENUM_CONSTANT(BAKE_DISABLED);
|
|
|
|
BIND_ENUM_CONSTANT(BAKE_INDIRECT);
|
|
|
|
BIND_ENUM_CONSTANT(BAKE_ALL);
|
2014-02-10 01:10:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
Light::Light(VisualServer::LightType p_type) {
|
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
type = p_type;
|
2017-11-10 02:34:01 +00:00
|
|
|
switch (p_type) {
|
|
|
|
case VS::LIGHT_DIRECTIONAL: light = VisualServer::get_singleton()->directional_light_create(); break;
|
|
|
|
case VS::LIGHT_OMNI: light = VisualServer::get_singleton()->omni_light_create(); break;
|
|
|
|
case VS::LIGHT_SPOT: light = VisualServer::get_singleton()->spot_light_create(); break;
|
2019-04-09 15:08:36 +00:00
|
|
|
default: {
|
|
|
|
};
|
2017-11-10 02:34:01 +00:00
|
|
|
}
|
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
VS::get_singleton()->instance_set_base(get_instance(), light);
|
2016-10-03 19:33:42 +00:00
|
|
|
|
2017-08-19 23:06:40 +00:00
|
|
|
reverse_cull = false;
|
2017-12-14 11:59:46 +00:00
|
|
|
bake_mode = BAKE_INDIRECT;
|
2017-08-19 23:06:40 +00:00
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
editor_only = false;
|
|
|
|
set_color(Color(1, 1, 1, 1));
|
2016-10-27 14:50:26 +00:00
|
|
|
set_shadow(false);
|
|
|
|
set_negative(false);
|
|
|
|
set_cull_mask(0xFFFFFFFF);
|
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
set_param(PARAM_ENERGY, 1);
|
2017-11-20 00:45:42 +00:00
|
|
|
set_param(PARAM_INDIRECT_ENERGY, 1);
|
2017-03-05 15:44:50 +00:00
|
|
|
set_param(PARAM_SPECULAR, 0.5);
|
|
|
|
set_param(PARAM_RANGE, 5);
|
|
|
|
set_param(PARAM_ATTENUATION, 1);
|
|
|
|
set_param(PARAM_SPOT_ANGLE, 45);
|
|
|
|
set_param(PARAM_SPOT_ATTENUATION, 1);
|
|
|
|
set_param(PARAM_CONTACT_SHADOW_SIZE, 0);
|
|
|
|
set_param(PARAM_SHADOW_MAX_DISTANCE, 0);
|
|
|
|
set_param(PARAM_SHADOW_SPLIT_1_OFFSET, 0.1);
|
|
|
|
set_param(PARAM_SHADOW_SPLIT_2_OFFSET, 0.2);
|
|
|
|
set_param(PARAM_SHADOW_SPLIT_3_OFFSET, 0.5);
|
2019-09-07 17:38:17 +00:00
|
|
|
set_param(PARAM_SHADOW_FADE_START, 0.8);
|
2017-06-13 03:07:05 +00:00
|
|
|
set_param(PARAM_SHADOW_NORMAL_BIAS, 0.0);
|
2017-06-14 19:56:47 +00:00
|
|
|
set_param(PARAM_SHADOW_BIAS, 0.15);
|
2019-09-07 17:38:17 +00:00
|
|
|
set_param(PARAM_SHADOW_FADE_START, 1);
|
2018-07-18 16:47:42 +00:00
|
|
|
set_disable_scale(true);
|
2014-02-10 01:10:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
Light::Light() {
|
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
type = VisualServer::LIGHT_DIRECTIONAL;
|
2018-09-07 20:36:39 +00:00
|
|
|
ERR_PRINT("Light should not be instanced directly; use the DirectionalLight, OmniLight or SpotLight subtypes instead.");
|
2014-02-10 01:10:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
Light::~Light() {
|
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
VS::get_singleton()->instance_set_base(get_instance(), RID());
|
2016-10-27 14:50:26 +00:00
|
|
|
|
2014-02-10 01:10:30 +00:00
|
|
|
if (light.is_valid())
|
|
|
|
VisualServer::get_singleton()->free(light);
|
|
|
|
}
|
|
|
|
/////////////////////////////////////////
|
|
|
|
|
|
|
|
void DirectionalLight::set_shadow_mode(ShadowMode p_mode) {
|
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
shadow_mode = p_mode;
|
|
|
|
VS::get_singleton()->light_directional_set_shadow_mode(light, VS::LightDirectionalShadowMode(p_mode));
|
2014-02-10 01:10:30 +00:00
|
|
|
}
|
|
|
|
|
2016-11-10 02:55:06 +00:00
|
|
|
DirectionalLight::ShadowMode DirectionalLight::get_shadow_mode() const {
|
2014-02-10 01:10:30 +00:00
|
|
|
|
|
|
|
return shadow_mode;
|
|
|
|
}
|
|
|
|
|
2017-09-07 21:00:47 +00:00
|
|
|
void DirectionalLight::set_shadow_depth_range(ShadowDepthRange p_range) {
|
2017-09-07 06:57:09 +00:00
|
|
|
shadow_depth_range = p_range;
|
2017-09-07 21:00:47 +00:00
|
|
|
VS::get_singleton()->light_directional_set_shadow_depth_range_mode(light, VS::LightDirectionalShadowDepthRangeMode(p_range));
|
|
|
|
}
|
|
|
|
|
|
|
|
DirectionalLight::ShadowDepthRange DirectionalLight::get_shadow_depth_range() const {
|
|
|
|
|
|
|
|
return shadow_depth_range;
|
|
|
|
}
|
|
|
|
|
2016-11-10 02:55:06 +00:00
|
|
|
void DirectionalLight::set_blend_splits(bool p_enable) {
|
2014-02-10 01:10:30 +00:00
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
blend_splits = p_enable;
|
|
|
|
VS::get_singleton()->light_directional_set_blend_splits(light, p_enable);
|
2014-02-10 01:10:30 +00:00
|
|
|
}
|
|
|
|
|
2016-11-10 02:55:06 +00:00
|
|
|
bool DirectionalLight::is_blend_splits_enabled() const {
|
|
|
|
|
|
|
|
return blend_splits;
|
2014-02-10 01:10:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void DirectionalLight::_bind_methods() {
|
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("set_shadow_mode", "mode"), &DirectionalLight::set_shadow_mode);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_shadow_mode"), &DirectionalLight::get_shadow_mode);
|
2014-02-10 01:10:30 +00:00
|
|
|
|
2017-09-07 21:00:47 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("set_shadow_depth_range", "mode"), &DirectionalLight::set_shadow_depth_range);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_shadow_depth_range"), &DirectionalLight::get_shadow_depth_range);
|
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("set_blend_splits", "enabled"), &DirectionalLight::set_blend_splits);
|
|
|
|
ClassDB::bind_method(D_METHOD("is_blend_splits_enabled"), &DirectionalLight::is_blend_splits_enabled);
|
2016-11-10 02:55:06 +00:00
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
ADD_GROUP("Directional Shadow", "directional_shadow_");
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "directional_shadow_mode", PROPERTY_HINT_ENUM, "Orthogonal,PSSM 2 Splits,PSSM 4 Splits"), "set_shadow_mode", "get_shadow_mode");
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_1", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_1_OFFSET);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_2", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_2_OFFSET);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_3", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_3_OFFSET);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_fade_start", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_FADE_START);
|
2017-03-05 15:44:50 +00:00
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "directional_shadow_blend_splits"), "set_blend_splits", "is_blend_splits_enabled");
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_normal_bias", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_param", "get_param", PARAM_SHADOW_NORMAL_BIAS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_bias_split_scale", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_BIAS_SPLIT_SCALE);
|
2017-09-07 21:00:47 +00:00
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "directional_shadow_depth_range", PROPERTY_HINT_ENUM, "Stable,Optimized"), "set_shadow_depth_range", "get_shadow_depth_range");
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_max_distance", PROPERTY_HINT_EXP_RANGE, "0,8192,0.1,or_greater"), "set_param", "get_param", PARAM_SHADOW_MAX_DISTANCE);
|
2014-02-10 01:10:30 +00:00
|
|
|
|
2017-08-20 15:45:01 +00:00
|
|
|
BIND_ENUM_CONSTANT(SHADOW_ORTHOGONAL);
|
|
|
|
BIND_ENUM_CONSTANT(SHADOW_PARALLEL_2_SPLITS);
|
|
|
|
BIND_ENUM_CONSTANT(SHADOW_PARALLEL_4_SPLITS);
|
2017-09-07 21:00:47 +00:00
|
|
|
|
2017-09-07 06:57:09 +00:00
|
|
|
BIND_ENUM_CONSTANT(SHADOW_DEPTH_RANGE_STABLE);
|
|
|
|
BIND_ENUM_CONSTANT(SHADOW_DEPTH_RANGE_OPTIMIZED);
|
2014-02-10 01:10:30 +00:00
|
|
|
}
|
|
|
|
|
2017-12-06 20:36:34 +00:00
|
|
|
DirectionalLight::DirectionalLight() :
|
|
|
|
Light(VisualServer::LIGHT_DIRECTIONAL) {
|
2014-02-10 01:10:30 +00:00
|
|
|
|
2017-08-30 11:07:25 +00:00
|
|
|
set_param(PARAM_SHADOW_NORMAL_BIAS, 0.8);
|
|
|
|
set_param(PARAM_SHADOW_BIAS, 0.1);
|
2019-07-17 17:44:00 +00:00
|
|
|
set_param(PARAM_SHADOW_MAX_DISTANCE, 100);
|
2019-09-07 17:38:17 +00:00
|
|
|
set_param(PARAM_SHADOW_FADE_START, 0.8);
|
2017-08-30 11:07:25 +00:00
|
|
|
set_param(PARAM_SHADOW_BIAS_SPLIT_SCALE, 0.25);
|
2016-11-10 02:55:06 +00:00
|
|
|
set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
|
2017-09-07 21:00:47 +00:00
|
|
|
set_shadow_depth_range(SHADOW_DEPTH_RANGE_STABLE);
|
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
blend_splits = false;
|
2016-11-10 02:55:06 +00:00
|
|
|
}
|
2014-02-10 01:10:30 +00:00
|
|
|
|
2016-11-10 02:55:06 +00:00
|
|
|
void OmniLight::set_shadow_mode(ShadowMode p_mode) {
|
2014-06-11 13:41:03 +00:00
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
shadow_mode = p_mode;
|
|
|
|
VS::get_singleton()->light_omni_set_shadow_mode(light, VS::LightOmniShadowMode(p_mode));
|
2014-02-10 01:10:30 +00:00
|
|
|
}
|
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
OmniLight::ShadowMode OmniLight::get_shadow_mode() const {
|
2016-11-10 02:55:06 +00:00
|
|
|
|
|
|
|
return shadow_mode;
|
|
|
|
}
|
|
|
|
|
2014-02-10 01:10:30 +00:00
|
|
|
void OmniLight::_bind_methods() {
|
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("set_shadow_mode", "mode"), &OmniLight::set_shadow_mode);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_shadow_mode"), &OmniLight::get_shadow_mode);
|
2016-11-10 02:55:06 +00:00
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
ADD_GROUP("Omni", "omni_");
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "omni_range", PROPERTY_HINT_EXP_RANGE, "0,4096,0.1,or_greater"), "set_param", "get_param", PARAM_RANGE);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "omni_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_ATTENUATION);
|
2017-03-05 15:44:50 +00:00
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "omni_shadow_mode", PROPERTY_HINT_ENUM, "Dual Paraboloid,Cube"), "set_shadow_mode", "get_shadow_mode");
|
2017-09-12 19:09:06 +00:00
|
|
|
|
|
|
|
BIND_ENUM_CONSTANT(SHADOW_DUAL_PARABOLOID);
|
|
|
|
BIND_ENUM_CONSTANT(SHADOW_CUBE);
|
2014-02-10 01:10:30 +00:00
|
|
|
}
|
|
|
|
|
2017-12-06 20:36:34 +00:00
|
|
|
OmniLight::OmniLight() :
|
|
|
|
Light(VisualServer::LIGHT_OMNI) {
|
2016-11-10 02:55:06 +00:00
|
|
|
|
2017-06-13 02:36:33 +00:00
|
|
|
set_shadow_mode(SHADOW_CUBE);
|
2014-02-10 01:10:30 +00:00
|
|
|
}
|
|
|
|
|
2019-07-07 14:22:09 +00:00
|
|
|
String SpotLight::get_configuration_warning() const {
|
|
|
|
String warning = Light::get_configuration_warning();
|
|
|
|
|
|
|
|
if (has_shadow() && get_param(PARAM_SPOT_ANGLE) >= 90.0) {
|
|
|
|
if (warning != String()) {
|
|
|
|
warning += "\n\n";
|
|
|
|
}
|
|
|
|
|
|
|
|
warning += TTR("A SpotLight with an angle wider than 90 degrees cannot cast shadows.");
|
|
|
|
}
|
|
|
|
|
|
|
|
return warning;
|
|
|
|
}
|
|
|
|
|
2014-02-10 01:10:30 +00:00
|
|
|
void SpotLight::_bind_methods() {
|
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
ADD_GROUP("Spot", "spot_");
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_range", PROPERTY_HINT_EXP_RANGE, "0,4096,0.1,or_greater"), "set_param", "get_param", PARAM_RANGE);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_ATTENUATION);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle", PROPERTY_HINT_RANGE, "0,180,0.1"), "set_param", "get_param", PARAM_SPOT_ANGLE);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_SPOT_ATTENUATION);
|
2014-02-10 01:10:30 +00:00
|
|
|
}
|